TopDown Engine
v4.1
|
A class used in the Explodudes demo scene to handle the exploding bombs More...
Public Member Functions | |
virtual void | Detonate () |
Detonates the bomb More... | |
virtual void | OnEnable () |
When the object gets spawned, we initialize it More... | |
Public Attributes | |
Transform | BombModel |
the model of the bomb More... | |
ParticleSystem | DirectedExplosionN |
the particle system used for the northbound explosion More... | |
ParticleSystem | DirectedExplosionS |
the particle system used for the southbound explosion More... | |
ParticleSystem | DirectedExplosionE |
the particle system used for the eastbound explosion More... | |
ParticleSystem | DirectedExplosionW |
the particle system used for the westbound explosion More... | |
Vector3 | RaycastOffset = Vector3.zero |
the offset to apply to the base of the obstacle detecting raycast More... | |
float | MaximumRaycastDistance = 50f |
the max distance of the raycast (should be bigger than the grid) More... | |
LayerMask | ObstaclesMask = LayerManager.ObstaclesLayerMask |
the layers to consider as obstacles to the bomb's fire More... | |
LayerMask | DamageLayerMask |
the layers to apply damage to More... | |
float | SkinWidth = 0.01f |
a small offset to apply to the raycasts More... | |
float | BombDelayBeforeExplosion = 3f |
the delay (in seconds) before the bomb's explosion More... | |
float | BombExplosionActiveDuration = 0.5f |
the duration (in seconds) for which the bomb is active More... | |
float | BombAdditionalDelayBeforeDestruction = 1.5f |
a delay after the bomb has exploded and before it gets destroyed(in seconds) More... | |
int | BombDamage = 10 |
the damage applied by the bomb to anything with a Health component More... | |
int | BombDistanceInGridUnits = 3 |
the distance the bomb affects More... | |
MMFeedbacks | ExplosionFeedbacks |
the feedbacks to play when the bomb explodes More... | |
GameObject | Owner |
the owner of the bomb More... | |
Protected Member Functions | |
virtual void | Awake () |
On Start we initialize our bomb More... | |
virtual void | Initialization () |
Initializes the bomb More... | |
virtual void | ResetBomb () |
Resets the bomb (usually after having been respawned from the pool) More... | |
virtual DamageOnTouch | CreateDamageArea (string name) |
Creates a directed damage area More... | |
virtual IEnumerator | DelayBeforeExplosionCoroutine () |
Applies a delay before exploding the bomb More... | |
virtual IEnumerator | DetonateCoroutine () |
Detonates the bomb and instantiates damage areas More... | |
virtual void | DirectedExplosion (RaycastHit hit, DamageOnTouch damageArea, ParticleSystem explosion, float angle) |
Explodes in one of the 4 directions More... | |
virtual void | CastRays () |
Casts 4 cardinal rays to look for obstacles and victims More... | |
virtual void | OnTriggerExit (Collider collider) |
When the owner of the bomb exits it, we make it an obstacle More... | |
Protected Attributes | |
BoxCollider | _boxCollider |
WaitForSeconds | _bombDuration |
WaitForSeconds | _explosionDuration |
WaitForSeconds | _additionalDelayBeforeDestruction |
RaycastHit | _raycastNorth |
RaycastHit | _raycastSouth |
RaycastHit | _raycastEast |
RaycastHit | _raycastWest |
float | _obstacleNorthDistance = 0f |
float | _obstacleEastDistance = 0f |
float | _obstacleWestDistance = 0f |
float | _obstacleSouthDistance = 0f |
DamageOnTouch | _damageAreaEast |
DamageOnTouch | _damageAreaWest |
DamageOnTouch | _damageAreaNorth |
DamageOnTouch | _damageAreaSouth |
DamageOnTouch | _damageAreaCenter |
Vector3 | _damageAreaPosition |
Vector3 | _damageAreaSize |
Coroutine | _delayBeforeExplosionCoroutine |
ExplodudesBomb | _otherBomb |
bool | _exploded = false |
A class used in the Explodudes demo scene to handle the exploding bombs
|
protectedvirtual |
On Start we initialize our bomb
|
protectedvirtual |
Casts 4 cardinal rays to look for obstacles and victims
|
protectedvirtual |
Creates a directed damage area
name |
|
protectedvirtual |
Applies a delay before exploding the bomb
|
virtual |
Detonates the bomb
|
protectedvirtual |
Detonates the bomb and instantiates damage areas
|
protectedvirtual |
Explodes in one of the 4 directions
hit | |
damageArea | |
explosion | |
angle |
|
protectedvirtual |
Initializes the bomb
|
virtual |
When the object gets spawned, we initialize it
|
protectedvirtual |
When the owner of the bomb exits it, we make it an obstacle
collider |
|
protectedvirtual |
Resets the bomb (usually after having been respawned from the pool)
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
float MoreMountains.TopDownEngine.ExplodudesBomb.BombAdditionalDelayBeforeDestruction = 1.5f |
a delay after the bomb has exploded and before it gets destroyed(in seconds)
int MoreMountains.TopDownEngine.ExplodudesBomb.BombDamage = 10 |
the damage applied by the bomb to anything with a Health component
float MoreMountains.TopDownEngine.ExplodudesBomb.BombDelayBeforeExplosion = 3f |
the delay (in seconds) before the bomb's explosion
int MoreMountains.TopDownEngine.ExplodudesBomb.BombDistanceInGridUnits = 3 |
the distance the bomb affects
float MoreMountains.TopDownEngine.ExplodudesBomb.BombExplosionActiveDuration = 0.5f |
the duration (in seconds) for which the bomb is active
Transform MoreMountains.TopDownEngine.ExplodudesBomb.BombModel |
the model of the bomb
LayerMask MoreMountains.TopDownEngine.ExplodudesBomb.DamageLayerMask |
the layers to apply damage to
ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionE |
the particle system used for the eastbound explosion
ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionN |
the particle system used for the northbound explosion
ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionS |
the particle system used for the southbound explosion
ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionW |
the particle system used for the westbound explosion
MMFeedbacks MoreMountains.TopDownEngine.ExplodudesBomb.ExplosionFeedbacks |
the feedbacks to play when the bomb explodes
float MoreMountains.TopDownEngine.ExplodudesBomb.MaximumRaycastDistance = 50f |
the max distance of the raycast (should be bigger than the grid)
LayerMask MoreMountains.TopDownEngine.ExplodudesBomb.ObstaclesMask = LayerManager.ObstaclesLayerMask |
the layers to consider as obstacles to the bomb's fire
GameObject MoreMountains.TopDownEngine.ExplodudesBomb.Owner |
the owner of the bomb
Vector3 MoreMountains.TopDownEngine.ExplodudesBomb.RaycastOffset = Vector3.zero |
the offset to apply to the base of the obstacle detecting raycast
float MoreMountains.TopDownEngine.ExplodudesBomb.SkinWidth = 0.01f |
a small offset to apply to the raycasts